﻿Shader "Custom/TestShader1"
{
	Properties
	{
		_TestColor("TestColor", Color) = (0,0,1,1)
	}
		SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			fixed4 _TestColor;

			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 texcoord : TEXCOORD;
			};

			struct v2f
			{
				float4 pos : SV_POSITION;
				fixed3 color : COLOR0;
			};

			v2f vert(a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.color = v.normal * 0.5 + fixed3(0.5, 0.5, 0.5);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				return fixed4(i.color * _TestColor.rgb, 1.0);
			}
			ENDCG
		}
	}
}
